Living In A World Of Monsters: Redo Edition (Monster Hunter Outsider Quest)

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A Being of Order gets curious about a World Of Chaos. Things spiral out of control from there.
Entering The World/Character Creation

LinkOnScepter

The One who Strangles Concepts to death
Location
Interwebs
The world of Monster Hunter.

A land filled with dangerous life of all kinds.

From the lowliest herbivore to the strongest apex predator, the inhabitants of the World are all capable of fighting for their lives.

And it's something you can hardly understand.

You have been observing the world of these "Monster Hunters" for longer than any of them can likely remember. You observe them for their world is not your own.


You have no name, for there is no need for one. You do not come from a world where the need for individuality exists. Everything is merely binary and orderly. The calculations and equations that make up existence are the only constants within your world. While you can tell there are "others" of your kind within this realm, they are not dissimilar nor apart from you. You are all the same instance. There is only you. Performing the same task of simple existing. There is nothing else for nothing else is needed. There is only existing within this binary void of existence.

Which is why the world you observe makes no sense to you.

Why would a world create the "Monsters" that cause such destruction to it? Some may serve the simple act of achieving Homeostasis within a certain Ecosystem, but others seem to exist in complete contrast to this idea. Especially the beings called "Elder Dragons" by the inhabitants. For what logical purpose does a being require so much destructive capability?

Then there are the walking biological sentient animals, "Humans" or "Hunters and Riders" as they call themselves. Why are there two similar "species" that have completely separate methods of interacting with their environment? Wouldn't such things simple complicate the ability to exist at the same time? Are they not one and the same as you are? And, if the "Monsters" are apart of nature then why do humans resist them so? Should a settlement or a part of the land be destroyed by an "Elder Dragon's" passing, wouldn't that be seen as something natural? If so, why fight against it? Why not simply allow it to occur and live on? If that is the way the world is structured, then it must be the way it was meant to operate...correct?

These were the simplest of the confusions that were presented to you as you observed the world. These observations discount the irrational ways that individual "Humans" react, the occasional creation of an "Elder Dragon" that proves to be dangerous to the ecosystem it finds itself in, the way "Humans" form structures to reside in despite being aware of the fact that such dwellings could be destroyed with but an errant wingbeat of a powerful "Elder Dragon".

The world was, to put it simply, Chaos.

The antithesis to your existence. Your world was predictable, every instance had the same goal, and the void you called home remained the same no matter how much time passed.

This world had none of those things.

And you could only wonder why? Yet, none of the calculations nor equations of your own world could discover a concrete answer.

So, there was but one recourse: You must discover the answer for yourself.

Thus you willed yourself into the world of Monsters, those who Hunt them, and those who Bond with them.



Your entrance into the world isn't a quiet one.

To you.

You doubt any within this world would have the capacity to recognize your arrival in anyway that matters. None could possibly be aware of a being formed in a world of pure binary Order forcing its way into one of Chaos.

But the noise comes from what you must do to yourself to simply "exist" within a reality not your own. The calculations and equations that keep you anchored within your home are not present within this world. This world enforces "definition" onto you, so that your mere existence does cause the warping of reality around you.

And the process of morphing your form to fit these new definitions is not an easy one to your consciousness. You are forced to abandon many of the things that made up your existence and replace them with new "things".

New "Rules".

Rules that are apart of this new reality.

The first, concerns your Body. Your physical form. Based on prior observations you have four possible "things" that your physical appearance could be made from:

[] Biological Material (Gain Knowledge Of The Body Domain)
- [] Form a Humanoid Body, similar to Hunters and Riders (Easier to Learn Hunter/Rider Abilities and use Hunter Weapons)
- [] Form a Monster Body, similar to some of the Wyverns in the world (Easier To Learn Monster Abilities and special features)
- [] Form a Monster Body, similar to some of the Elder Dragons in the world (Easier to Learn Elder Dragon Abilities and special features)

[] Minerals and Crystals (Gain Knowledge Of The Earth and Light Domains)

[] Elements (Gain Knowledge Of The Monster Hunter World Elemental Domains (This includes the Dragon Element))

[] Plant Materials (Gain Knowledge Of The Nature and Life Domains)

The second, concerns your Mind. Your Cognitive faculties. While in your home world these would be on a level far beyond this one, the "Rules" of this reality has removed many of them from you. You still operate on a higher plane than many, but your knowledge will be filtered and lowered to fit with the natives of this plane. But, you can keep a single vault of information that you learned from watching the natives.

[] Knowledge Of Hunters and Riders. How their societies operate, how they use their weapons and armor, how they're able to Hunt Monsters, and general hierarchies. (Easier to perform Social Interactions with Hunters and Riders. Innate understanding of Hunter/Rider Weaponry. Knowledge Of The Arsenal Domain)

[] Knowledge of Wyverns. Their place in Nature, general habitats and habits, their strengths and weaknesses, and how to recognize one at a glance. (Easier to understand Wyvern behavior. Can tell what type of Wyvern/Monster it is upon first seeing it, along with its strengths and weaknesses. This doesn't include special features or Abilities. Knowledge Of The Beast Domain)

[] Knowledge Of Elder Dragons. Their place in Nature, general habitats and habits, their strengths and weaknesses, and how to recognize one at a glance. (Easier to understand Elder Dragon behavior. Can tell what type of Elder Dragon it is upon first seeing it, along with its strengths and weaknesses. This doesn't include special features or Abilities. Knowledge Of The Beast Domain)

The last, concerns your Soul. The single thing that you will be able to take from your home world. While your Body is your physical form, and your Mind is your cognition, your Soul is YOU. It is where your consciousness and everything else about you resides. A part of it will forever remain attached to the basic principles of the world, as those are almost universal. Thus allowing you to come back from the dead...though it will take sometime to reconstitute your form. More important, your Soul will retain one calculation from your home world. One part of the universal equations that make up reality, thus allowing you to morph it to suit your Will. This is a Domain. The ability to understand and utilize the fundamental forces that govern reality. And your Soul will be made up of this Domain. It will be your "Major" Domain. The one you understand best and the one you can more easily use.

[] T is for Time. (Control over Time)
[] Q is for Quantum. (Quantum Physics)
[] G is for Gravity. (Gravity Control)

Winning Plan:
[x] Plan: Quantum Wywern
-[x] Biological Material (Gain Knowledge Of The Body Domain)
- [x] Form a Monster Body, similar to some of the Wyverns in the world (Easier To Learn Monster Abilities and special features)
-[x] Knowledge of Wyverns. Their place in Nature, general habitats and habits, their strengths and weaknesses, and how to recognize one at a glance.
-[x] Q is for Quantum. (Quantum Physics)



So, yeah, this is a thing now. To clear some things up:

1. Yes, technically this isn't a new Quest. I posted it once before over on SB. However...well...the voter base essentially dropped from 21 to 3 rather quickly. You can see it here though: Living In A World Of Monsters (Monster Hunter Outsider Quest). No, this does not mean I'll drop this Quest if I don't have enough voters. It was just kind of disheartening at the time.

2. If you look at the old thread, you'll see that I actually let the voters choose to be the Outsider or something else at first. But that choice isn't open here. Why? Well...to be honest what made me want to come back to this Quest was the idea of writing an order focused, analytical, robotic character as the MC. It was just really fun. Especially with coming up with new names for the creatures in the MH World. So, I'm taking that choice out here. Sorry.

3. If this seems familiar to some people, then it should. I will openly admit the main inspiration for this quest was/is
A Light In Our Solus. Specifically, the First Thread cause I haven't gotten farther than that. Mainly cause it started losing me at some point, so I decided to drop it. May return to it later though. That being said, no this will not be a one-to-one rip-off of that Quest. I plan/hope to do things differently enough that this Quest has its own identity, and remains interesting.

4. I came into the Series through World and have mainly experienced the New World, and the Worlds of Rise and Stories 2. However, I will not let this limit the Quest. I will include/allow/bring in Monsters from earlier installments and have the Old World be a place you can go to and explore. I'll do what I can to learn more about the older games/places in the series to help with this. As for the world of the Quest, it's basically gonna be a huge Mash-Up of all the others (except the Live Action One) from across the series, with my own additions to add to the World. The general style of the Combat/Monster Hunting will lean more towards Narrative than Gameplay, but I will try to add in Gameplay stuff. I.E Hunters can do fucking backflips and pull Levi-Shit on Monsters, but they can get seriously injured if they're not careful or get hit by something that would kill them. Same goes for Monsters. Also, as a bit of an update, I'm much more well-versed in the different MH games now. Including Frontier. So...yeah. Expect some crazier shit to be in this Quest now.

5. I will be using a combination of 1d100s and Pools of d10s for this system. 1d100s will be rolled to determine Events, Outcomes, and otherwise outside of Combat. Higher is always better. During Combat, I will use Pools of d10s that will be determined based on your Stats and the enemy's Stats. Buffs and Debuffs will mostly focus on adding and removing dice.

6. Yes, the Outsider is basically my version of the Solus option from the Quest that Inspired this. However, I plan to have it be different from that one.

7. To explain the difference between Knowledge of a Domain VS Access to a Domain:

Knowledge = You know the Domain exists and know how to unlock its powers for yourself. However, you do not have the ability to utilize the Domain or any Abilities attached to it. You can spend time Training to unlock it however.

Access = You can use the Domain and its Abilities as you see fit. You can also Train it to make it more powerful.

Also, yes, I based the Outsider off the idea of the Riftborn from Endless Space 2.

A being that has lived in a World of pure Order and Binary Coding for all its life, breaking into a World of Chaos where nature creates Monsters that can cause Rainstorms by simple existing in a general area.

Cause why not?

Edit: Also, please vote in Plan Format.

With that outta the way, lets do it LIVE!
 
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Mechanics
In general, I will be using two types of Dice in this Quest: 1d100s and Pools of d10s.

1d100s will be rolled whenever something not involving combat occurs. This roll will represent how well you do at what you're attempting, how well something goes based on luck, etc. etc. Higher is better, with Nat 100s and Nat 1s being Crit Successes and Crit Fails respectively. Natural Crit Successes Explode, while Artificial Critical Success brought on by Bonuses do not. Stats will be applied with their Base Value to this roll, while Skills will add a +5 based on their level. So, if I roll a 1d100 with a Stat at 10 and a Skill at Level 1, then I'll be adding 15 to the roll.

Pools of d10s will be rolled during combat. I'll explain more later on in this section, but the general idea is that 6s, 7s, 8s, and 9s are Successes while 10s count as Double Successes. You generally want to get more Successes than your opponent when it comes to Combat.

Here's the mechanics that will be used for the MC:

Stats: Stats are the "Main" part of the MC. They represent general application of your capabilities. All Stats will start at 10. There are Four Stats:

1. Strength: This Stat represents general physical might/force. Anything involving using your body in a manner that requires physical exertion falls under this. It also governs how many dice are added to your Pool when using attacks that require brute force, and does the same for the Damage Minimum and Maximum.

2. Agility: This Stat represents general dexterity and speed. Anything involving using your body a manner that requires quick or precise movements would fall under this. It also governs how many dice are added to your Pool when using attacks that require finesse and speed, and does the same for the Damage Minimum and Maximum.

3. Cognition: This Stat represents your general intelligence and computational ability. Anything involving using your mental faculties to solve a problem would fall under this. It usually isn't used in combat, but has a wide application for outside combat rolls. In addition, it can be used in Combat to help identify possible weakpoints or parts of the environment you can use to help in a fight.

4. Soul: This Stat represents general spiritual matters. Anything that could involve magic, elements, or more esoteric things fall under this Stat. It doesn't work the same way it does in LIOS, so you don't have to worry about increasing it for Aura and Semblance stuff. But it does govern how many dice are added to your Pool when using attacks that involve magic or elemental force, and do the same for the Damage Minimum and Maximum.

Stats give bonuses every time they're increased by every odd and even number.

When you increase a Stat to an odd number (10, 30, 50, 70) you get +1d10 to any roll involving that Stat. There is no limit to the amount of Dice you can stack up when rolling to hit. However, when rolling to deal Damage there is a Damage Minimum and Maximum which determines the limit of how many Damage Die you can roll to actually hurt your target.

When you increase a Stat to an even number (20, 40, 60, 80) your Damage Minimum and Maximum both increase by 1.

Unarmed and at base, you have a Damage Minimum of 2d10s and a Damage Maximum of 3d10s. This can be changed by getting weapons, gaining Abilities, or as said above, increasing your Stats.

Stats are primarily increased via Training them when you have the time to do so. Stats will increase during Training in the same way that Domains do. I.E how much they increase by will be determined by if the roll beats a set number. Otherwise, you can spend EXP to increase them. You have to buy new levels of Stats incrementally. For example if you have 10 STR and want to buy 30 STR, you have to buy 20 STR then 30 STR.

Skills: Skills are the "Secondary" part of your MC. They represent specialized knowledge about specific topics rather than general knowledge. Unlike Stats, Skills don't have a number to define them. They have Levels. Each Level in a Skill gives different bonuses based what kind of it is. If it's primarily for out of combat stuff, it adds +5 to the 1d100 roll per Level. If it's primarily for use in combat, the it adds +1d10 to the To Hit roll per Level.

Skills are varied and there is one for just about everything. So, experiment and find stuff to do and you'll probably gain a Skill for it. Like Cooking, Fishing, Long Sword Usage, etc. etc.

You improve Skills the same way you do Stats. However, rather than pay EXP the same way, you just pay a set amount for the Skill determine by the Level it's at. This set amount increases as the Level does.

Domains and Abilities: Domains are representations of your MCs ability to access the higher functions of the Monster Hunter World. I'll explain exactly what this means after I reveal what exactly the Outsider is. For now, just know that Domains are your way to access powers not native to the Monster Hunter World and those that are native to it.

All Domains have a General Power that they give you when you gain access to them. This will usually be a power that is very broad but also very much untrained. It might be useful, but won't be a complete game-breaker without you actively Training it up. However, as you get better at using a Domain, you can unlock special powers with it called "Abilities".

Abilities are specific applications of your Domains. They represent you using them in ways that focus them into more precise forms. There are two types of Abilities: 'Passive' and 'Active'.

Passive Abilities are ones that are usually always on, unless you decide to turn them off. They generally apply a flat bonus to you or a flat debuff to the enemy. Each Domain will usually have a single Passive Ability to it, that can be trained up to become stronger and more useful. These sometimes have applications outside of combat. Some Passive Abilities will "decay" as time goes on, representing how the foe is beginning to get use to fighting under those conditions, or how the Ability is beginning to lose its power. They will also sometimes begin affecting you as the battles or situations go on.

Active Abilities are ones that you usually have to activate to use. They're generally more powerful than Passive Abilities, but can only be used in short burst. They tend to have a "Cooldown" on them before they can used again, require certain conditions to be met, force you to spend a resource or have a limited number of uses. The MC will generally use Actives if it makes sense for them to do so in the situation, but the choice will usually be left up to you all. Actives are exclusively used for combat.

You can Train up both Domains and Abilities individually. However, every Ability will usually connect back to an appropriate Domain, and can't exceed the Level of the Domain it comes from. For instance, if you have the Time Domain at Level 1, you can't increase any Abilities from the Time Domain beyond that Level. You need to upgrade the Time Domain first.

You can't spend EXP to improve Domains or Abilities. You can only improve them through Training. For this you simply need to beat a base Difficulty that will be set based on your Level with the Domain. Most uses of Abilities and Domains will rely on your Soul Stat.

Combat: Combat in this Quest will be done through the use of Pools of d10s. It will go something like this:

1. You engage with an enemy.

2. We add together every bonus you get in the form of extra d10s added to the Pool (Stats, Skills, Plans, Environment, Etc. Etc.) and then subtract any d10s for every debuff you may have (Enemy Abilities, Environment, Ambushed, Etc. Etc.).

3. I do the same for the enemy.

4. I roll the Total Number of d10s both you and your enemy have in your Pools. Then I compare the results.

5. Whoever has a greater number of Successes, hits their opponent. If the number of Successes are equal, then the tie will go in your favor. If one side has Successes (even 1) and the other side has nothing but Failures, then the side with the Successes gets a Critical, reducing the target's Defense Stat by 2 and get an Extra Die on the Damage Roll. If neither side has any Successes, then neither attack hits.

6. I count up the number of Successes the winning side beat the losing side by. If the number is less than the Damage Minimum, then the Damage Minimum is used instead. If it's greater than the Damage Maximum, then the Damage Maximum is used instead. However, if the attack was a Critical, then they get a Single Extra Damage Die that gets added to the Maximum or Minimum if the above cases are true.

7. I roll the number of Damage Die and compare the number of Successes to the enemy Defense Stat. If the number meets or exceeds the Defense Stat, it inflicts One Point of Damage per Success.

And that's generally how Combat will work. Of course, there are special circumstances where this won't be the case. If you manage to get a sneak attack off on an unsuspecting foe, then they won't get a roll against you and their Defense Stat is effectively 0. But, in general, I'll try to follow the above flow.

Defense Stat and HP: The Defense Stat is different from the other Stats. Rather than be a representation of general capability, it's a representation of generally being able to defend yourself. Both in terms of taking a hit and dodging a hit. The Defense Stat's Base Value is 3 + the Higher of Strength or Agility x .1 rounded down. You can't increase this Stat through EXP but wearing armor, getting specific Abilities or Domains, or increasing your Strength or Agility can help bring it up. Whenever you would take Damage, the enemy needs to roll their Damage Die, and get enough Successes to meet or beat your Defense Stat. If they do, then you'll take Damage to your HP.

HP represents your general Health. It's Base Value is 5, and you can spend EXP to increase it the same way you would your Stats (I.E. to increase HP from 5 to 10, would cost 10 EXP). When you take enough Damage to knock you down to 0 HP, you will be taken out. As you're the Outsider, this won't fully kill you. You can't fully die unless something takes out the Core of your being: Your Soul. Otherwise, you'll just reform a few months, maybe years later? You can lessen the amount of time by learning and accessing the Life Domain.

For enemy Monsters, HP works a bit differently. Every time you inflict at least 5 or more Damage to a Monster, you'll be given the chance to "Break" or "Slice Off" a part of it. This will be decided by a Dice roll based on how many parts the Monster has. Doing this can give you unique items, or weaken a Monster's special feature and Abilities.


This is an Evolving System. I'll change things up to make them better as time goes on. Hopefully it's not too obtuse.
 
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Character Sheet

Your Original World

Player Character: ???

Gender: ???
Height: ???
Age: ???

Current EXP: 0
Total EXP Used: 0
Zenny: 0

Stats:

Strength
: 10 You're stronger than most non-Hunter, non-Rider, or non-Monster creatures in the world. Should allow you to punch a tree in half with little difficulty.

Agility: 20 Your speed has reached a point where you can out maneuver Beginner Low Rank Hunters, and basic Theropodes (Jaggis) or lumbering Monsters (Basarios). You could probably at least keep up with a Rathalos in the sky.

Cognition: 10 Your full cognitive abilities were lost to you in the transition to this world. However, your mind is still efficient enough to perform calculations that would stump most humans.

Soul: 10 This is your Core. The primary source of what the humans would call a "consciousness". It is not as potent as other being's, as it is not something that was ever needed. However, one was required to exist within this world, so one was made.

Debuffs:

- None -

Domains:

- Major:


Quantum Physics:
Natural Quantum Physics Ability: Quantum Shift Level 1:
- Outside of Combat, you can use this ability to "Shift" your position with another object. This object has to be the same size as you, and must be stationary. When used you immediately "switch positions" with the chosen object. Neither of you are worse for wear afterwards. Because you were always at this position, and it was always at that position.


- Inside of Combat, you may use this Ability once per combat on a target. The target must be extremely similar to you for this to work (i.e. you can easily use this on other Flying Wyverns, would have trouble with Pseudo-Wyverns, and not be able to use it on Hunters or otherwise). When used in this way, you instantly change positions with the selected target. This will disorient the target and give you a "Free" Action that Round. You may use it to runaway, which has a 100% chance of succeeding, or use it to attack the enemy. If the latter option is chosen, the enemy won't be able to roll against you and their Defense will be considered 0 for the sake of Damage rolls. This can only work on an enemy ONCE per combat. Any attempts to use it on the same target afterwards, they will simply take a -2d10 Debuff to their roll against you.

- Minor:


Knowledge Of These Domains:

- Body
- Beast
- Flight

Traits:

Winged Flight:
Your arms are fully functional wings. You can use these to fly, hover, glide, and otherwise soar through open air. However, it is difficult to accomplish in confined spaces. In addition, should anyone damage your wings, you will not be able to fly. This Flight is normal Flight and does not have any special abilities without learning the Flight Domain.

Skills:
None

Combat Stats:
Claws:
+2d10 To Hit Dice. 3d10 Minimum, 4d10 Maximum.

Fangs: +1d10 To Hit Dice. 2d10 Minimum, 4d10 Maximum.

Great Tail: -2d10 To Hit Dice. 4d10 Minimum, 6d10 Maximum.

Defense Value: 3 + 2 (Agility x .1) = 5

HP (Health Points): 5
 
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[X] Plan: Salutations, fellow Humanoids.
- [X] Biological Material (Gain Knowledge Of The Body Domain)
-- [X] Form a Humanoid Body, similar to Hunters and Riders (Easier to Learn Hunter/Rider Abilities and use Hunter Weapons)
- [X] Knowledge Of Hunters and Riders. How their societies operate, how they use their weapons and armor, how they're able to Hunt Monsters, and general hierarchies. (Easier to perform Social Interactions with Hunters and Riders. Innate understanding of Hunter/Rider Weaponry. Knowledge Of The Arsenal Domain)
- [X] T is for Time. (Control over Time)
 
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Wouldn't such things simple complicate the ability to exist at the same time? Are they not one and the same as you are? And, if the "Monsters" are apart of nature then why do humans resist them so?
Rules that are apart of this new reality.
"simply", "a part". This is especially important in the last one, because we don't know the context, and "a part" and "apart" mean exactly the opposite. I only have the preposition to tell me it's a typo.
A part of it will forever remain attached to the basic principles of the world, as those are almost universal. Thus allowing you to come back from the dead...though it will take sometime to reconstitute your form.
"some time"

[x] Plan: Quantum Wywern
-[x] Biological Material (Gain Knowledge Of The Body Domain)
- [x] Form a Monster Body, similar to some of the Wyverns in the world (Easier To Learn Monster Abilities and special features)
-[x] Knowledge of Wyverns. Their place in Nature, general habitats and habits, their strengths and weaknesses, and how to recognize one at a glance.
-[x] Q is for Quantum. (Quantum Physics)
 
[x] Plan: Quantum Wywern
-[x] Biological Material (Gain Knowledge Of The Body Domain)
- [x] Form a Monster Body, similar to some of the Wyverns in the world (Easier To Learn Monster Abilities and special features)
-[x] Knowledge of Wyverns. Their place in Nature, general habitats and habits, their strengths and weaknesses, and how to recognize one at a glance.
-[x] Q is for Quantum. (Quantum Physics)
 
[X] Plan: Salutations, fellow Humanoids.
- [X] Biological Material (Gain Knowledge Of The Body Domain)
-- [X] Form a Humanoid Body, similar to Hunters and Riders (Easier to Learn Hunter/Rider Abilities and use Hunter Weapons)
- [X] Knowledge Of Hunters and Riders. How their societies operate, how they use their weapons and armor, how they're able to Hunt Monsters, and general hierarchies. (Easier to perform Social Interactions with Hunters and Riders. Innate understanding of Hunter/Rider Weaponry. Knowledge Of The Arsenal Domain)
- [X] T is for Time. (Control over Time)

Basically the SB vote but with Time instead.

"simply", "a part". This is especially important in the last one, because we don't know the context, and "a part" and "apart" mean exactly the opposite. I only have the preposition to tell me it's a typo.

"some time"

[x] Plan: Quantum Wywern
-[x] Biological Material (Gain Knowledge Of The Body Domain)
- [x] Form a Monster Body, similar to some of the Wyverns in the world (Easier To Learn Monster Abilities and special features)
-[x] Knowledge of Wyverns. Their place in Nature, general habitats and habits, their strengths and weaknesses, and how to recognize one at a glance.
-[x] Q is for Quantum. (Quantum Physics)

Funnily enough, having a wyvern with Quantum Physics as a power set probably isn't that far fetched for the MH World...well Frontier Z anyway.
 
[x] Plan: Quantum Wywern
-[x] Biological Material (Gain Knowledge Of The Body Domain)
- [x] Form a Monster Body, similar to some of the Wyverns in the world (Easier To Learn Monster Abilities and special features)
-[x] Knowledge of Wyverns. Their place in Nature, general habitats and habits, their strengths and weaknesses, and how to recognize one at a glance.
-[x] Q is for Quantum. (Quantum Physics)
 
Nice opening and a detailed mechanic setting out the gate

Can't wait to see where this goes
 
[x] Plan: Quantum Wywern
-[x] Biological Material (Gain Knowledge Of The Body Domain)
- [x] Form a Monster Body, similar to some of the Wyverns in the world (Easier To Learn Monster Abilities and special features)
-[x] Knowledge of Wyverns. Their place in Nature, general habitats and habits, their strengths and weaknesses, and how to recognize one at a glance.
-[x] Q is for Quantum. (Quantum Physics)

Yo, Lykill here from the other quest. Shame our Kushala Daora egg is never going to hatch... but amusingly this is the same plan i voted for on the other quest, but with a different name.
 
[x] Plan: Quantum Wywern
-[x] Biological Material (Gain Knowledge Of The Body Domain)
- [x] Form a Monster Body, similar to some of the Wyverns in the world (Easier To Learn Monster Abilities and special features)
-[x] Knowledge of Wyverns. Their place in Nature, general habitats and habits, their strengths and weaknesses, and how to recognize one at a glance.
-[x] Q is for Quantum. (Quantum Physics)

Yo, Lykill here from the other quest. Shame our Kushala Daora egg is never going to hatch... but amusingly this is the same plan i voted for on the other quest, but with a different name.

Well you might still get an egg here. Depends on how things go.
 
[X] Plan Matter is King
-[X] Elements (Gain Knowledge Of The Monster Hunter World Elemental Domains (This includes the Dragon Element)
-[X] Knowledge Of Elder Dragons. Their place in Nature, general habitats and habits, their strengths and weaknesses, and how to recognize one at a glance. (Easier to understand Elder Dragon behavior. Can tell what type of Elder Dragon it is upon first seeing it, along with its strengths and weaknesses. This doesn't include special features or Abilities. Knowledge Of The Beast Domain)
-[X] Q is for Quantum. (Quantum Physics)
 
[X] Weight of the World
-[X] Minerals and Crystals (Gain Knowledge Of The Earth and Light Domains)
-[X] Knowledge Of Hunters and Riders. How their societies operate, how they use their weapons and armor, how they're able to Hunt Monsters, and general hierarchies. (Easier to perform Social Interactions with Hunters and Riders. Innate understanding of Hunter/Rider Weaponry. Knowledge Of The Arsenal Domain)
-[X] G is for Gravity. (Gravity Control)

Just to throw the option out there to not be a disgusting flesh creature.

If we're going to have a body comprised of minerals and crystals, might as well have some weapon/Arsenal related knowledge for when we inevitably become a hunt target.

I know Gravity doesn't seem as fancy as Quantum Physics or Time, but I'd like to just say that 'screw that, I can make singularities' (maybe, who knows where this quest will go.)
 
I know Gravity doesn't seem as fancy as Quantum Physics or Time, but I'd like to just say that 'screw that, I can make singularities' (maybe, who knows where this quest will go.)

Depends on how far we go, but you should ask @Ryumancer. They came up with a bunch of different things gravity could do. Though I am certain that they could also figure out Quantum Physics stuff.
 
[X] Plan: Salutations, fellow Humanoids.
- [X] Biological Material (Gain Knowledge Of The Body Domain)
-- [X] Form a Humanoid Body, similar to Hunters and Riders (Easier to Learn Hunter/Rider Abilities and use Hunter Weapons)
- [X] Knowledge Of Hunters and Riders. How their societies operate, how they use their weapons and armor, how they're able to Hunt Monsters, and general hierarchies. (Easier to perform Social Interactions with Hunters and Riders. Innate understanding of Hunter/Rider Weaponry. Knowledge Of The Arsenal Domain)
- [X] T is for Time. (Control over Time)

Ah, a quest about a being from other reality interacting with MH and just going crazy by the sheer chaos of it?

Sounds like my type of quest!
 
[X] Plan Matter is King
-[X] Elements (Gain Knowledge Of The Monster Hunter World Elemental Domains (This includes the Dragon Element)
-[X] Knowledge Of Elder Dragons. Their place in Nature, general habitats and habits, their strengths and weaknesses, and how to recognize one at a glance. (Easier to understand Elder Dragon behavior. Can tell what type of Elder Dragon it is upon first seeing it, along with its strengths and weaknesses. This doesn't include special features or Abilities. Knowledge Of The Beast Domain)
-[X] Q is for Quantum. (Quantum Physics)

This is basically the QW plan but your body will be made of an element, and you'll start with knowledge of Elder Dragons.

[X] Weight of the World
-[X] Minerals and Crystals (Gain Knowledge Of The Earth and Light Domains)
-[X] Knowledge Of Hunters and Riders. How their societies operate, how they use their weapons and armor, how they're able to Hunt Monsters, and general hierarchies. (Easier to perform Social Interactions with Hunters and Riders. Innate understanding of Hunter/Rider Weaponry. Knowledge Of The Arsenal Domain)
-[X] G is for Gravity. (Gravity Control)

Just to throw the option out there to not be a disgusting flesh creature.

If we're going to have a body comprised of minerals and crystals, might as well have some weapon/Arsenal related knowledge for when we inevitably become a hunt target.

I know Gravity doesn't seem as fancy as Quantum Physics or Time, but I'd like to just say that 'screw that, I can make singularities' (maybe, who knows where this quest will go.)

As for this? You're basically a golem/gravios with gravity power. And knowledge of hunter weapons.
 
[x] Plan: Quantum Wywern
-[x] Biological Material (Gain Knowledge Of The Body Domain)
- [x] Form a Monster Body, similar to some of the Wyverns in the world (Easier To Learn Monster Abilities and special features)
-[x] Knowledge of Wyverns. Their place in Nature, general habitats and habits, their strengths and weaknesses, and how to recognize one at a glance.
-[x] Q is for Quantum. (Quantum Physics)
 
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